Field Command

Unlike the cowardly Eldar, who will freely run from a fight to regroup, the Imperial Guard can never retreat. Once committed to a fight, they either win or fight to the last man, and the Commissars ensure they will perform this duty whether they want to or not. Following this ethos, the Field Command is built out of immobile rockcrete with firing slits on all sides for last-ditch defense. It is also connected to a massive tunnel network running between most Imperial Guard structures, allowing troops to quickly redeploy without exposing themselves to enemy fire. Once deployed, it will either direct the Imperial Guard forces to victory or let them take as many of the enemy with them as possible.

As with the Space MarineStronghold the Field Command undergoes some major physical and functional upgrades as the battle goes on. First a green radar unit is placed on the square depression. Then, the end of the building with a skull painted on it becomes a tower that is taller than the rest of the above-ground building (It seems likely that most of the Imperial Guard buildings have many features located under the ground.)

Abilities

Bunker

Bunker

Requires

Nothing

Target Types

Friendly units capable of being transported

Range

0

Area of effect

0

Cooldown time

0 s

Effects

The Field Command has 3 slots to bunker units inside. These units man the mounted guns and can quickly transfer to any other building with bunker slots. Transportation between buildings takes 5 seconds, no matter the distance or squad type/size.

Weapons

The Field Command weapons must be manned by Imperial Guard squads bunkered inside the building. Commissars, Psykers, Priests, and the Vindicare Assassin cannot man guns although they still take up a bunker position. Ogryns count for two positions in the bunker but only man one set of guns. The first squad mans the Lasguns, the second squad mans the Plasma Guns, and the third squad mans the Heavy Bolters.

Each gun is mounted on all four sides of the building and can fire at its own target without reducing the damage dealt by any other gun. This allows the Field Command to target and attack at full damage four different targets when completely surrounded.